The Fleet Vo'Quv Carrier is a General (Tier 5) level Klingon Carrier vessel. Players can obtain the vessel through the Shipyard for 20,000 and 4 , as long as the player's Fleet has a Tier V shipyard.

Unlike most other Klingon vessels the Vo'quv Carrier does not have any cloaking technology so it cannot hide itself in or out of combat; however, it makes up for this in comparison to vessels like the Raptor or Klingon Bird-of-Prey classes due to its sheer power and strength.

The VoD'leh class is a variant of the Vo'quv class. It is also larger than the Vo'quv, and its curves are much less smooth. It is also different from the generic Klingon design, and seems to take a few minor details from the Gorn styles.

The Vo'quv has very poor maneuverability, which is to be expected given the sheer size of the ship. In comparison to all currently available Federation and Klingon Empire vessels it has the lowest turn rate. The ship excels however in firepower, hull strength, repair rates, buffs, and debuffs. These ships carry more dedicated Science stations that other ships in the Klingon fleet, although they are still classified as warships. The Fleet version feature higher Hull and Shield strength and an extra Engineering console, making it even better at soaking up punishment. The 4,000 strong crew size dramatically increases the expediency of ship repair during combat.

The carriers firepower is very good. It has, like all other Klingon vessels, the capability to mount cannons although it is heavily advised that players do not use Dual Heavy Cannons or Dual Cannons due to their firing arcs. It has 6 weapon slots overall split evenly between the fore and aft sections of the ship which is beneficial given it's poor turn rates. In addition to its basic firepower from its weapon slots it is also capable of launching squads of smaller vessels out of its two hangar bays.

These smaller vessels, such as the To'Duj fighter, give the carrier a unique style of play. It allows players to deploy varying types of fighters to do various tasks. These include, but are not limited too, providing direct damage firepower support, repairing the carrier itself or weakening and disabling enemies. Due to this the carrier is very versatile and can cater to all types of situations players may find themselves in. When the launched carrier pets have been destroyed the player can launch another wave after a short period of time.

There are some other things to note about this vessel:

Due to the ships very poor turn rates and very low inertia rating (20) it is actually possible to perform a "power slide", and attempting this will cause the ship to continue to move sideways for a short period.

From a standing position, the ship takes 10 seconds to reach full speed, and an additional 10 seconds to come to a complete stop.

The carrier pets the ship is able to launch will de-spawn if more than 2/4/6 (depending on squad size) are summoned at once, however it appears to replace newer fighters first so attempting to summon more carrier pets when some are out of range may not have the desired result.

Klingon starships come with standard equipment and weapons of the lowest mark available at the ship's minimum rank. The items provided are appropriate to the type of vessel and its related playing style.

This ship can launch attack wings of To'Duj Fighters in its standard configuration, though other craft can be equipped to be launched. The carrier can also give commands to those craft to order them to attack or defend selected targets.

After activating a subsystem targeting ability, the player will have 30 seconds to attack an enemy ship with any form of beam weapon. The attack will lower power to that system, and have a small chance of completely taking the system offline. If the system is taken offline it renders all abilities that use that subsystem temporarily inert. For example, if you target the shields and subsequently take them offline, then all of the enemies shield facings will go down.

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